CDynamicProp::CreateVPhysics
0x007ef270 · 369 bytes · __thiscall
_ZN12CDynamicProp14CreateVPhysicsEv
Decompiled
undefined (1 param)
/* CDynamicProp::CreateVPhysics() */
undefined4 __thiscall CDynamicProp::CreateVPhysics(CDynamicProp *this)
{
CCollisionProperty *this_00;
int iVar1;
uint uVar2;
int iVar3;
undefined *puVar4;
this_00 = (CCollisionProperty *)(this + 0x194);
iVar1 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(this_00);
if ((iVar1 == 0) ||
((uVar2 = (**(code **)(*(int *)(this + 0x194) + 0x30))(this_00), (uVar2 & 4) != 0 &&
(((byte)this[0x148] & 0x80) != 0)))) {
return 1;
}
CreateBoneFollowers(this);
if (*(int *)(this + 0x15a4) == 0) {
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x1000));
CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
return 1;
}
uVar2 = (**(code **)(*(int *)(this + 0x194) + 0x30))(this_00);
if (((uVar2 & 4) != 0) && (0 < *(int *)(this + 0x15a4))) {
iVar1 = 0;
do {
while( true ) {
iVar3 = CBoneFollowerManager::GetBoneFollower((CBoneFollowerManager *)(this + 0x15a4),iVar1)
;
uVar2 = *(uint *)(iVar3 + 4);
if ((((uVar2 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) ||
(iVar3 = *(int *)(puVar4 + 4), iVar3 == 0)) break;
iVar1 = iVar1 + 1;
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(iVar3 + 0x194),(uint)(*(ushort *)(iVar3 + 0x1b4) | 4));
if (*(int *)(this + 0x15a4) <= iVar1) goto LAB_007ef375;
}
iVar1 = iVar1 + 1;
} while (iVar1 < *(int *)(this + 0x15a4));
}
LAB_007ef375:
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 3));
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.